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Posts
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Quote:Some people recommend hit point bonuses or even regeneration bonuses. But the forum consensus is recharge, recharge, more recharge, and then some defense. Extra hit point bonuses are almost pointless on such a build.so go for rech then def, eh? ive also seen guys recommending to go for as much hp as possible...in the end ill prolly find some happy medium
When hit points ARE useful is if you're going for a hard core defense build. But in that case, you want defense, defense, more defense, and then some hit points.
What I can't suggest is going for a happy medium. The happy medium is likely to be in a low valley between two pretty tall peaks. You'd be better off choosing which peak you want to climb, and if you aren't very specifically looking to climb the defense peak and know why you're climbing it, I recommend the recharge peak. -
And here's what went through my brain when I saw this:
"But don't epics require redraw? Of your feet? Uh... wow, that was dumb."
(Edit: OMG, I just noticed your sig! You just made my day.)
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Yeah, I'm kind of confused about the details. I was guessing the procs were going in more than one power, like three each in two different powers, so that the powers themselves weren't completely shafted. In what power(s) are these damage procs going? I also did retardedly include a chance to miss on the damage aura, but not on whatever power(s) are holding the procs. On the other hand, if I had more details, I suspect they would just take the procs from a bad idea to an even worse idea. Having a proc as part of a set for set bonuses? No problem. Replacing all your regular slotting with damage procs in an attempt to make a poor man's damage aura out of some completely different power with a completely different purpose? Ugh. But I don't know if that's what the OP was considering.
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Nope. The procs only get a chance to fire every 10 seconds. Figure a basic damage proc is 20% of 71.8 damage, so six of them will average 6 * 20% * 71.8 = 86.16 every 10 seconds, or 8.616 DPS. A damage aura like Death Shroud on a Scrapper with three SOs worth of damage enhancement and some accuracy will normally have a 95% chance to hit for 24.4 damage every 2 seconds, which works out to 11.59 DPS. As actually slotted on my Katana/Dark, with its own proc, global damage, Build Up, a chance of build up proc elsewhere and so on, I'm looking at 16.02 DPS average. So figure you're between half and two thirds of a real damage aura.
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Quote:Just started playing myself not too long ago, under duress from friends, and I'm still a total newb. No, there wasn't good information directly from the game. But yes, it was an easy matter to get a third party add on to provide all the information I could ever need. So I was able to hop right in and start making gold hand over fist, and having probably at least as much fun with that as with the main game.It's been quite a while since I did any WoW, I could certainly be confused.
But I had access to all the data I could ever want, whether via their interface or some wildly popular add-on.
So yeah, even if it isn't in the game directly, the information is easily-accessible to new players that want it. That doesn't appear to change anything in regards to player behavior and how to make gobs of play money. I strongly suspect that even with a huge history, graphs, and almost anything you wanted to know, we'd still make influence the same way in City of Heroes that we always have. Perhaps margins would be lower. And it might be friendlier to a new marketeer. But overall, I think things would be pretty much the same. -
Well, Super Reflexes takes a while to get good, but you're on the upswing now. It should just keep getting better and better from here.
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Quote:I'm with you. I think it's too expensive for what it does, though I'd prefer they buff what it does instead of drop the endurance cost. I really liked the old version - crazy expensive endurance, but a very good buff. Interestingly enough, the endurance wasn't an issue for me. Back when I was leveling up Werner, I think I remember calculating that I could run FA with endurance reducers, replace one accuracy in each power with an endurance reducer, and come out ahead on both my chance to hit and my net endurance consumption. It seemed to work OK in practice as well, if I remember correctly. Been a long time. If you whip out numbers to show that I'm wrong, I'll chalk it up to poor memory.Still, it's still too expensive for what it does imo. Acting as if an unenhanceable 20% +acc makes up for having just over a quarter of the +tohit is absurd.
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I meant when they reduced it from 1.5 for whatever insane amount it used to be. I haven't touched my build since I12.
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Focus Chi is good for DPS and great for burst damage. I wouldn't skip it. As for usage patterns, I don't save Build Up powers for a rainy day. If I'm in a fight, I generally click on them as soon as they recharge unless I have a good reason not to (almost done with this spawn, want it for my alpha strike on the next spawn). But yeah, as people are pointing out, if it doesn't fit with your play style so sits there unused, don't waste the power pick. Pick something you WILL use.
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The Achilles' Heel proc is just as useful against enemies with no resistance. Think of it as adding 20% to your DPS against that enemy when it fires.
I kind of misspoke on the uniques (only two have +regeneration and therefore benefit from being in your highest healing power). Also, I wasn't necessarily recommending slotting both +regen uniques in Fast Healing, just explaining why it is sometimes a good idea. I personally six-slotted Integration with Numinas, so that's where that unique is on my build. I have the other two in Fast Healing. With Physical Perfection available, if you're slotting it for recovery, it makes a good home for the Miracle unique. But it shouldn't be necessary to slot it for recovery on a Regen, and there are probably better powers to take anyway. Heck, you may not even want the Miracle unique these days. Might be a waste of a slot.
If you're burning through endurance on a Regen, the culprit is likely your attack slotting now that Focused Accuracy has been nerfed and the endurance cost reduced to compensate. I was endurance sustainable with old focused accuracy, and am swimming in extra endurance these days since I haven't redone the build. -
Quote:They don't necessarily put out any more damage than AVs or pylons, but you'll probably never do enough damage to solo them without nukes and inspirations. They regenerate the equivalent of 360 hit points per second. Nihilii mentioned it earlier in the thread.No one's answered the question though, how tough are the DE monsters compared to AV's or the Pylon?
Are they solo-able?
To demonstrate that an AV build can survive them just fine, here's Sergei's Monster Island Vacation. I survived three Devouring Earth monsters for a while, grabbed a fourth, and went down not long after that. -
Quote:Heh, that's kind of Regen in a nutshell. Play with no mistakes, and you're unkillable. But you're going to make mistakes. Lots and lots of mistakes. And you will die. But it will ALWAYS* be your own fault. Your secondary will never let you down.you can be the last one standing in a group of faceplanters OR the first one on the floor.
As for Dull Pain, you kind of point out why, but I wouldn't use it to take the alpha strike. That's what Moment of Glory is for. And if Moment of Glory isn't up, use Dull Pain in the MIDDLE of the alpha strike, not before running in. It's a risky maneuver, but if you get it right, you're left in much better shape than the person that hit it before going in, because you didn't waste the heal, and now have the same buff.
Also as kind of indicated, Regen is about making choices, and about making them FAST. When you start taking damage, you need to click something NOW. And you need to click the RIGHT something for the situation. And right now. Or you're dead.
OK, I may be exaggerating how squishy Regen can be. I'm more describing how it behaves when pushed to the limit than how it behaves in normal play. Normal play isn't nearly so psycho focused click click click as all that. But when you push it, boy do you need to be paying attention, but boy can it be rewarding. Even the DEATHS are glorious.
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Maybe I should look into one of these, then. I'm enjoying my Katana/Dark kill speed in groups compared to all my single-target specialists, but from the Cats Hour Challenge 2, I know that true farmers kill almost three times faster than me. Hell, BillZBubba's Claws/Super Reflexes kills over twice as fast as me, if I recall. I have a Spines/Dark stalled out at 44 because I somehow just can't get into it. I can't seem to get into other archetypes either, so I don't see myself picking up a Fire/Kin. Maybe I need an Electric Melee/Shield Defense. It might be nice to actually own a farmer for once. How's it for leveling up?
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My Regen boilerplate:
“There are definitely other approaches, but here's what I'd consider a basic plan for the Regeneration secondary using SOs or common IOs:
- Fast Healing at 1, 3 heals
- Reconstruction nice and early, 3 heals, 3 recharges
- Quick Recovery nice and early, 1 endurance modifier at first, add 1 or 2 more as necessary
- Dull Pain when or shortly after when available, as there is a lot to squeeze in at that level, 3 heals, 3 recharges
- Integration at 16, 3 heals, possibly 1 endurance reducer
- Resilience when and if you can work it in, 1 resist
- Instant Healing when or shortly after when available, 1-3 recharges, no heals unless you're swimming in slots
- Skip Revive
- Moment of Glory when or shortly after when available, 3 recharges
- Hasten when convenient, 3 recharges
- Health when convenient, 3 heals
- Tough when convenient, 3 resists, 1 endurance reducer
- Stamina if and when you start having endurance trouble, which may not be until 30 or later, 1 endurance modifier at first, add 1 or 2 more as necessary"
(Edit: Hmmm, I think I'm going to modify my old boilerplate to be a straight 3 recharges in Moment of Glory instead of 1-3. You really want that up as often as possible. It's a wonderful power, and in my opinion more critical to have ready than Instant Healing. Giving it the straight 3 will help to indicate that.) -
Spines/Dark is a classic, and Spines/Fire can put out a little more damage at the cost of a little less survivability. If you want something more survivable, Electric/Shield is said to be excellent as well. Claws does decent AoE, but doesn't really compare to Spines if you're taking Fire or Dark as your secondary, and won't work with Shields.
I can't remember if damage auras crit, but I think the answer is "no". -
Yes, it'll tear through AVs. On the survivability side, you have soft-capped defense, great regeneration, great hit points, and a self heal. On the damage side, you have the recharge to run the top chain, Golden Dragonfly -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut, and you have the Achilles' Heel in Gambler's Cut. Hasten is close enough to permanent as to make no difference. Endurance might be sustainable without Conserve Power, and almost certainly is sustainable with it.
A few things jumped out at me. I'd drop Divine Avalanche, and I'd slot and use Tough. I'd want more to-hit in my build, and would suggest adding at least the Kismet unique, but it won't matter against most most AVs. I'd also want an interrupt reducer in Aid Self, but it might not make much difference. -
Quote:Well, UberGuy pretty much covered it. Basically, an top-tier extreme recharge build is better at 0% defense than you are at 25% defense because it has so much else at its disposal. But I suppose that in the short run, before you burn through your clicks, you'll still be better off.I'm confused Werner. Isn't that 20% Defense getting hit more to begin with, which makes it even worse when the debuff brings it to 0% and the Defense build still has 25%?
Quote:I think the high Defense build would be on the pro for me simply because +Recharge would compound my problem with pressing the Secondary powers more often. I'm not saying I would like to completely reduce the use of Regeneration. That would be absurd and I would soon just make a Katana/Willpower instead. What I want to do is to reduce the usage of said click powers, where possible. What do you think? Would this be good for most situations? -
Quote:This is in regard to defense debuffs, right? What you say makes sense on the surface. Of course a build that starts at higher defense will handle defense debuffs better than one that starts at lower defense, right? Well, yes if the builds are otherwise equivalent. But the builds are NOT otherwise equivalent. A defense build is getting a MUCH higher portion of its survivability from defense than other kinds of builds. You put all your eggs in one basket; when someone kicks that basket, you have problems.I think a Defense build on a Regen is far better than otherwise. Going from easily hittable to impossible to miss is a bad starting point. I'd rather begin at the very hard to hit mark and go down from there, relying on my many click Secondaries when Defense fails. Hell, even with Defense cascading, I can pop Moment of Glory and it will be enough time for all Defense Debuffs to wear off and I can start from the top again.
Let's assume that two builds have the same level of survivability, one with 45% defense, the other with 20% defense. That's sounds about right for high end defense vs. recharge builds. Now slap a nice, typical 20% defense debuff on both of them. The first drops to 25% and is getting hit five times as often. The second drops to 0% and gets hit less than twice as often. That's a substantial difference.
Mind you, that's too simplistic, partially because of what you mention, Moment of Glory. The recharge build is more likely to have it up and available, though. On the other hand, the defense build can pop a purple or two if it's down, and be golden, while the recharge build is kind of out of luck without a LOT of purples, so it's time to run and regroup. All that is difficult to quantify.
I'm not saying that defense sucks by any means. I'm a fan of defense builds. I just want to caution against feeling that defense debuffs go into the pro category for that approach on a Regen. I would put it in the con category. -
Defense debuffs are probably not much worse than on some other secondaries. But yeah, it's certainly about as vulnerable to them as Regen can get. I'm turning out to really dislike defense debuffs on my soft-capped Dark Armor, but I knew it would be my Achilles' Heel. Just have to play more carefully in some situations.
With no Stamina OR Physical Perfection, endurance for no-inspiration challenges might (or might not) be an issue. You have about 2.7 EPS to work with for your attack chain. At the ten thousand foot level, I'd allow for about 3 EPS for the attack chain before getting into detailed calculations, at least on something I intended for no-inspiration challenges. Otherwise I'd probably allow for about 2.5 EPS before the attack chain as my first pass. Since I'm not sure exactly what sort of attack chain would work, and am too lazy to figure it out, I also can't be certain that endurance is sustainable. It should at least be OK for most purposes, though.
Cheap and easy improvements aren't jumping out at me. I'd replace the common defense IOs with Enzymes for more defense and better endurance usage, but even the even-level ones are kind of out of line with the prices in the rest of the build. You could change to just two common recharge IOs in Instant Healing to free up a slot, then change a set of Multi-strikes to Eradications for some extra hit points and better AoE defense, but I suspect that would raise the price point as well, and perhaps exaggerate or cause an endurance problem. -
I'm not too worried about the low regeneration. I'm more worried about the low recharge, but that's to be expected here, and isn't strictly a failing. That's just the tradeoff you need to make. I'm curious, so I'm putting it into my survivability spreadsheet.
OK, I'm calculating 1871 for that. For comparison, my build (2 AVs at once) is at 1963, and Val Blademaster's build (4 AVs at once, designed by Umbral) is at 2236. Mine is a hybrid of defense and old-school Regen thinking (high Regeneration) with a little more recharge than yours. Val Blademaster's has moderate defense and a huge boatload of recharge.
Anyway, they're all kind of in the same ballpark, which makes me happy. I'm glad that defense builds are still viable on a Regen, and this is a serious budget build compared to either of ours. I suspect there's room for improvement at higher price points, or you could think of it as perhaps as survivable as Katana/Regen can get on a budget.
But as for what else you might be giving up, I'm worried about your attack chain. I'd want DA>GC>GD>GC>DA>GC>SD>GC, and you simply don't have the recharge for it. Golden Dragonfly needs to recharge in 8.448 and is at 9.49, Gambler's Cut needs 1.584 and is at 1.8. Soaring Dragon and Divine Avalanche are OK. Anyway, there's probably something you can do to get your required double stack of Gambler's Cut while still pulling off some decent damage, but it would need closer analysis. Basically, I suspect your attack chain will be complicated, and will do lower DPS than most. I could be wrong. -
I can't think of a good reason to six slot Doctored Wounds. I'd either five slot the power, or five slot the set and add something else. On a Regen, that something else would likely be a recharge in Dull Pain or Reconstruction.
I'd recommend slotting MoG with some recharge, not just uniques. I wouldn't worry much about the Aegis psionic/status resist, but the Luck of the Gambler is nice to have. I'd just try to get more recharge in there.
Yes, Fast Healing has a higher base value. Therefore people tend to slot it for a higher percentage of health. But that percentage buffs the uniques as well. So if you can fit them in, you want to put the uniques in your highest-buffed power, which should be Fast Healing. It doesn't necessarily work out that way in practice since you have three uniques to slot, but that's the idea, and probably why you're seeing what you're seeing. -
Top end performance has climbed rapidly over the past year or two, but this probably only affects a small fraction of a percent of the player base. When I'm leveling toons, they pretty much feel the same as they always did. I think this game wouldn't be much fun if I could take an SO'd and frankenslotted poorly-conceived build and go and solo nine AVs. I want normal play with normal characters to be challenging but fun. But I also like that with enough knowledge, effort and influence, crazy things are possible.
I sometimes forget that challenge is fun. This morning, I died a few times running a couple RWZ arcs on +2x8/bosses due to Arachnos defense debuffs and stacked Nemesis vengeance. I was being retarded, treating missions like farms, just running in and attacking randomly, and comparing my speed unfavorably to farming. And so it wasn't fun, and I was dying - this game sucks! Then I relaxed, slowed down, and started approaching spawns intelligently. Suddenly the game was fun again. Hard is good. -
I started bid creeping on both the recipe and the crafted IO when I decided I was going to IO out, well before I hit fifty. The final price was 1.96 billion, and it probably took a month for my bids to creep up to that point and for one to be accepted. Looks like you could get a recipe now for just over 1.5 billion. Guess I bought at the peak. At least it's only play money.
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Yeah, build prices are a version of the old 80-20 rule, 80% of the performance at 20% of the cost. Except that in City of Heroes, it's more like 95% of the performance for 5% of the cost. Spending billions for those last few percentage points isn't required, and a better builder would get another 10% performance at no extra cost. It's actually kind of embarassing for me to be running around with PvP IOs. I KNOW I could have done better for cheaper, even if I don't know how. Spending billions can be an admission that you're out of ideas, which I was.
Now somebody sell me a Panacea proc for dirt cheap. I done bought myself into the poor house, and I still gots holes in my build. -
I weigh the possibility of a very expensive extra 0 as a hidden cost of bid creeping. I'll bid creep, don't get me wrong, but my increments tend to be largish.
(Edit: And I'm lazy. And I earn influence fast enough to not want to waste time. I logged in one of my characters, and he'd made a hundred million in sales since this morning, so I bumped up his bid on a Panacea proc by a hundred million in a single increment. It's bid creeping. Kinda.)